Age | Commit message (Collapse) | Author | |
---|---|---|---|
2014-06-05 | MADS: Implemented support methods for ScreenDialog base class | Paul Gilbert | |
2014-06-05 | MADS: Added setup code for difficulty dialog | Paul Gilbert | |
2014-06-05 | NEVERHOOD: Fix radio part of bug #6513 ("Some nasty bugs") | Torbjörn Andersson | |
This clears the radio music variable when leaving the room. I've discussed with johndoe123 and he says this is what the original does. (You could also get the same effect by clearing it when entering the room.) | |||
2014-06-05 | Merge pull request #465 from digitall/debugRework | Johannes Schickel | |
Add "all" option for debug flags to GUI::Debugger base class. | |||
2014-06-05 | CRUISE: Remove useless code in addAnimation() | Strangerke | |
2014-06-05 | CRUISE: Remove logically dead code in Sound | Strangerke | |
2014-06-05 | MADS: Fix an uninitialized variable in DialogsNebular | Strangerke | |
2014-06-05 | MADS: remove a magic value, use _transparencyIndex | Strangerke | |
2014-06-05 | GROOVIE: Use debugC() and debugCN() functions directly in script debug. | D G Turner | |
This removes the debugScript() wrapper, which can now be implemented directly using the relevant debug function. This avoids the variadic debug functions being wrapped in a second layer of variadic function which is probably causing a significant overhead. | |||
2014-06-05 | GROOVIE: Remove engine-specific "all" debugflag. Minor naming cleanup. | D G Turner | |
This is now uneeded as the GUI debugger superclass implements the same functionality and this removes a bunch of complexity from the Groovie engine debug calls. Also, removed groovie prefix from the debug flag naming as unecessary as these are within the Groovie namespace. | |||
2014-06-04 | MADS: Fix restoring upper palette area when dialogs close | Paul Gilbert | |
2014-06-04 | MADS: Fix palette corruption when changing selected inventor item | Paul Gilbert | |
2014-06-05 | MADS: Fix typo in drawScroller() | Strangerke | |
2014-06-05 | FULLPIPE: Fix more warnings | Eugene Sandulenko | |
2014-06-05 | FULLPIPE: Fix warning | Eugene Sandulenko | |
2014-06-04 | SCUMM: Save/load music/sfx data in AD player. | Johannes Schickel | |
This makes sure that the currently playing music and sfx are resumed when loading a save game. | |||
2014-06-04 | SCUMM: Implement simple seeking in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Slightly refactor music playback in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only forward declare Serializer in music.h. | Johannes Schickel | |
2014-06-04 | SCUMM: Simplify voice channel allocation in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix typo in AD code. | Johannes Schickel | |
2014-06-04 | MADS: Finally re-enable Rex waking up in the first game scene | Paul Gilbert | |
2014-06-04 | MADS: Fix memory corruption when dealing with monster in scene 703 | Paul Gilbert | |
2014-06-04 | FULLPIPE: Finish MctlLadder::doWalkTo() implementation | Eugene Sandulenko | |
2014-06-04 | FULLPIPE: More work on MctlLadder::doWalkTo() | Eugene Sandulenko | |
2014-06-03 | MADS: Remove redundant Palette::close method | Paul Gilbert | |
2014-06-03 | MADS: Free the audio player when the game ends | Paul Gilbert | |
2014-06-03 | MADS: Fix removing items from inventory when they should be | Paul Gilbert | |
2014-06-03 | MADS: Fix for getting bones in scene 752 | Paul Gilbert | |
2014-06-03 | MADS: Changed several values to constants in action setup | Paul Gilbert | |
2014-06-03 | MADS: Fix drawing of background objects | Paul Gilbert | |
2014-06-04 | SCUMM: Fix music looping in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music instead of all sounds in music handling of AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Make sound completely silent for volume level 0 in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix volume levels when playing SFX and music at the same time in AD ↵ | Johannes Schickel | |
player. This sadly decreases the granularity of volume control since AdLib has far less distinct volume levels as we. However, having music and sfx at the same time increases the overall experience. | |||
2014-06-04 | SCUMM: Only reset rhythm state when music is stopped. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow music and sfx to be played at the same time in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Only stop music when requested in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Let music in AD code use the same HW channel allocation as SFX. | Johannes Schickel | |
2014-06-04 | SCUMM: Dynamically allocate hw channels for SFX in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Allow multiple SFX to be played at once with AD. | Johannes Schickel | |
Actually, even before this change it was possible. However, since we formerly used the original channel specification it was not possible when two sfx were started on the same channel. Now we can play such sounds simultaneously again. This is a first step towards a AdLib support level we had when we tried to convert SFX to MIDI to play it through iMuse. However, now we still play the sound effects properly, i.e. they still sound like in the original. | |||
2014-06-04 | SCUMM: Clean up how SFX are stopped in the AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Properly unlock sound resources when reusing sfx slots in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further cleanup in AD SFX code. | Johannes Schickel | |
2014-06-04 | SCUMM: Further refactor AD SFX code. | Johannes Schickel | |
2014-06-04 | SCUMM: Always work directly on Channel data in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Store hardware channel number explicitly in Channel structure in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Replace some more constants with named enum values in AD code. | Johannes Schickel | |
2014-06-04 | SCUMM: Fix sfx resource unlocking in AD player. | Johannes Schickel | |
2014-06-04 | SCUMM: Move notes into SFX channel structure in AD player. | Johannes Schickel | |